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214 lines
7.3 KiB
JavaScript
214 lines
7.3 KiB
JavaScript
//
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// ignore.js
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// scripts/system/
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//
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// Created by Stephen Birarda on 07/11/2016
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// grab the toolbar
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var toolbar = Toolbars.getToolbar("com.highfidelity.interface.toolbar.system");
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// setup the ignore button and add it to the toolbar
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var button = toolbar.addButton({
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objectName: 'ignore',
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imageURL: Script.resolvePath("assets/images/tools/ignore.svg"),
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visible: true,
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buttonState: 1,
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defaultState: 2,
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hoverState: 3,
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alpha: 0.9
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});
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var isShowingOverlays = false;
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var ignoreOverlays = {};
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function removeOverlays() {
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// enumerate the overlays and remove them
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var ignoreOverlayKeys = Object.keys(ignoreOverlays);
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for (i = 0; i < ignoreOverlayKeys.length; ++i) {
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var avatarID = ignoreOverlayKeys[i];
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Overlays.deleteOverlay(ignoreOverlays[avatarID]);
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}
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ignoreOverlays = {};
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}
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// handle clicks on the toolbar button
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function buttonClicked(){
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if (isShowingOverlays) {
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removeOverlays();
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isShowingOverlays = false;
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} else {
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isShowingOverlays = true;
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}
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button.writeProperty('buttonState', isShowingOverlays ? 0 : 1);
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button.writeProperty('defaultState', isShowingOverlays ? 0 : 1);
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button.writeProperty('hoverState', isShowingOverlays ? 2 : 3);
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}
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button.clicked.connect(buttonClicked);
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function updateOverlays() {
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if (isShowingOverlays) {
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var identifiers = AvatarList.getAvatarIdentifiers();
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for (i = 0; i < identifiers.length; ++i) {
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var avatarID = identifiers[i];
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if (avatarID === null) {
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// this is our avatar, skip it
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continue;
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}
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// get the position for this avatar
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var avatar = AvatarList.getAvatar(avatarID);
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var avatarPosition = avatar && avatar.position;
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if (!avatarPosition) {
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// we don't have a valid position for this avatar, skip it
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continue;
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}
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// setup a position for the overlay that is just above this avatar's head
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var overlayPosition = avatar.getJointPosition("Head");
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overlayPosition.y += 0.45;
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if (avatarID in ignoreOverlays) {
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// keep the overlay above the current position of this avatar
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Overlays.editOverlay(ignoreOverlays[avatarID], {
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position: overlayPosition
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});
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} else {
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// add the overlay above this avatar
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var newOverlay = Overlays.addOverlay("image3d", {
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url: Script.resolvePath("assets/images/ignore-target-01.svg"),
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position: overlayPosition,
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size: 0.4,
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scale: 0.4,
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color: { red: 255, green: 255, blue: 255},
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alpha: 1,
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solid: true,
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isFacingAvatar: true,
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drawInFront: true
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});
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// push this overlay to our array of overlays
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ignoreOverlays[avatarID] = newOverlay;
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}
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}
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}
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}
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Script.update.connect(updateOverlays);
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AvatarList.avatarRemovedEvent.connect(function(avatarID){
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if (isShowingOverlays) {
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// we are currently showing overlays and an avatar just went away
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// first remove the rendered overlay
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Overlays.deleteOverlay(ignoreOverlays[avatarID]);
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// delete the saved ID of the overlay from our ignored overlays object
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delete ignoreOverlays[avatarID];
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}
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});
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function handleSelectedOverlay(clickedOverlay) {
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// see this is one of our ignore overlays
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var ignoreOverlayKeys = Object.keys(ignoreOverlays)
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for (i = 0; i < ignoreOverlayKeys.length; ++i) {
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var avatarID = ignoreOverlayKeys[i];
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var ignoreOverlay = ignoreOverlays[avatarID];
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if (clickedOverlay.overlayID == ignoreOverlay) {
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// matched to an overlay, ask for the matching avatar to be ignored
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Users.ignore(avatarID);
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// cleanup of the overlay is handled by the connection to avatarRemovedEvent
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}
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}
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}
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Controller.mousePressEvent.connect(function(event){
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if (isShowingOverlays) {
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// handle click events so we can detect when our overlays are clicked
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if (!event.isLeftButton) {
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// if another mouse button than left is pressed ignore it
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return false;
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}
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// compute the pick ray from the event
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var pickRay = Camera.computePickRay(event.x, event.y);
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// grab the clicked overlay for the given pick ray
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var clickedOverlay = Overlays.findRayIntersection(pickRay);
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if (clickedOverlay.intersects) {
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handleSelectedOverlay(clickedOverlay);
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}
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}
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});
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// We get mouseMoveEvents from the handControllers, via handControllerPointer.
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// But we dont' get mousePressEvents.
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var triggerMapping = Controller.newMapping(Script.resolvePath('') + '-click');
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var TRIGGER_GRAB_VALUE = 0.85; // From handControllerGrab/Pointer.js. Should refactor.
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var TRIGGER_ON_VALUE = 0.4;
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var TRIGGER_OFF_VALUE = 0.15;
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var triggered = false;
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var activeHand = Controller.Standard.RightHand;
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function controllerComputePickRay() {
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var controllerPose = Controller.getPoseValue(activeHand);
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if (controllerPose.valid && triggered) {
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var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
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MyAvatar.position);
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// This gets point direction right, but if you want general quaternion it would be more complicated:
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var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
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return { origin: controllerPosition, direction: controllerDirection };
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}
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}
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function makeTriggerHandler(hand) {
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return function (value) {
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if (isShowingOverlays) {
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if (!triggered && (value > TRIGGER_GRAB_VALUE)) { // should we smooth?
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triggered = true;
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if (activeHand !== hand) {
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// No switching while the other is already triggered, so no need to release.
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activeHand = (activeHand === Controller.Standard.RightHand) ? Controller.Standard.LeftHand : Controller.Standard.RightHand;
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}
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var pickRay = controllerComputePickRay();
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if (pickRay) {
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var overlayIntersection = Overlays.findRayIntersection(pickRay);
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if (overlayIntersection.intersects) {
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handleSelectedOverlay(overlayIntersection);
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}
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}
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} else if (triggered && (value < TRIGGER_OFF_VALUE)) {
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triggered = false;
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}
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}
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};
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}
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triggerMapping.from(Controller.Standard.RT).peek().to(makeTriggerHandler(Controller.Standard.RightHand));
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triggerMapping.from(Controller.Standard.LT).peek().to(makeTriggerHandler(Controller.Standard.LeftHand));
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triggerMapping.enable();
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// cleanup the toolbar button and overlays when script is stopped
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Script.scriptEnding.connect(function() {
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toolbar.removeButton('ignore');
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removeOverlays();
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triggerMapping.disable();
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});
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